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	<title>Comments on: Writing Fable, part one</title>
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	<link>http://grandtextauto.org/2004/09/13/writing-fable-1/</link>
	<description>A group blog about computer narrative, games, poetry, and art.</description>
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		<title>By: ham</title>
		<link>http://grandtextauto.org/2004/09/13/writing-fable-1/comment-page-1/#comment-115246</link>
		<dc:creator>ham</dc:creator>
		<pubDate>Mon, 23 Apr 2007 12:43:30 +0000</pubDate>
		<guid isPermaLink="false">/?p=481#comment-115246</guid>
		<description>whats the purple fable case</description>
		<content:encoded><![CDATA[<p>whats the purple fable case</p>
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		<title>By: Albert Palagos Gillen</title>
		<link>http://grandtextauto.org/2004/09/13/writing-fable-1/comment-page-1/#comment-77521</link>
		<dc:creator>Albert Palagos Gillen</dc:creator>
		<pubDate>Fri, 02 Dec 2005 15:04:52 +0000</pubDate>
		<guid isPermaLink="false">/?p=481#comment-77521</guid>
		<description>Anyone who play Fable , experiment a different kind of game experience , because it haven&#039;t been never before a game like this. Even not considering all the promises that did Peter Molineux(Fable creator) about the gameplay, this game is one of the bests of his generation. una obra mestre!!!</description>
		<content:encoded><![CDATA[<p>Anyone who play Fable , experiment a different kind of game experience , because it haven&#8217;t been never before a game like this. Even not considering all the promises that did Peter Molineux(Fable creator) about the gameplay, this game is one of the bests of his generation. una obra mestre!!!</p>
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		<title>By: Albert Palagos</title>
		<link>http://grandtextauto.org/2004/09/13/writing-fable-1/comment-page-1/#comment-50282</link>
		<dc:creator>Albert Palagos</dc:creator>
		<pubDate>Thu, 05 May 2005 09:23:07 +0000</pubDate>
		<guid isPermaLink="false">/?p=481#comment-50282</guid>
		<description>everyone must play this experience. however i think that the adventure would be even bigger if the argument and the world of the game was more intensive. anyway this is it, your story.</description>
		<content:encoded><![CDATA[<p>everyone must play this experience. however i think that the adventure would be even bigger if the argument and the world of the game was more intensive. anyway this is it, your story.</p>
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		<title>By: Albert Palagos</title>
		<link>http://grandtextauto.org/2004/09/13/writing-fable-1/comment-page-1/#comment-50281</link>
		<dc:creator>Albert Palagos</dc:creator>
		<pubDate>Thu, 05 May 2005 09:20:12 +0000</pubDate>
		<guid isPermaLink="false">/?p=481#comment-50281</guid>
		<description>fable is the only adventure that let you take the control of your behaviour and actitude in a magic world, mistery and magic autumm. a very good environment like sleepy hollow or edward scissors hand. its magic wonderful totally  exceptionall .</description>
		<content:encoded><![CDATA[<p>fable is the only adventure that let you take the control of your behaviour and actitude in a magic world, mistery and magic autumm. a very good environment like sleepy hollow or edward scissors hand. its magic wonderful totally  exceptionall .</p>
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		<title>By: ronald</title>
		<link>http://grandtextauto.org/2004/09/13/writing-fable-1/comment-page-1/#comment-29408</link>
		<dc:creator>ronald</dc:creator>
		<pubDate>Thu, 10 Feb 2005 19:19:58 +0000</pubDate>
		<guid isPermaLink="false">/?p=481#comment-29408</guid>
		<description>FABLE, what&#039;s more to say. since i have the game, i can say it&#039;s one of the most realistic RPG game that i have ever played. The only downfall is that you can actually finish the game within a day if you were to choose to. But, after the story had ended, i found that the game is still not over which makes me want to go play even more to finish building my characters stats.</description>
		<content:encoded><![CDATA[<p>FABLE, what&#8217;s more to say. since i have the game, i can say it&#8217;s one of the most realistic RPG game that i have ever played. The only downfall is that you can actually finish the game within a day if you were to choose to. But, after the story had ended, i found that the game is still not over which makes me want to go play even more to finish building my characters stats.</p>
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		<title>By: Jeremy.espinosa</title>
		<link>http://grandtextauto.org/2004/09/13/writing-fable-1/comment-page-1/#comment-2815</link>
		<dc:creator>Jeremy.espinosa</dc:creator>
		<pubDate>Thu, 28 Oct 2004 17:37:58 +0000</pubDate>
		<guid isPermaLink="false">/?p=481#comment-2815</guid>
		<description>The game is realy good but I think you should have to pay for the download it should come with game and you should be able to fifgt in the aren more then once.</description>
		<content:encoded><![CDATA[<p>The game is realy good but I think you should have to pay for the download it should come with game and you should be able to fifgt in the aren more then once.</p>
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		<title>By: noah</title>
		<link>http://grandtextauto.org/2004/09/13/writing-fable-1/comment-page-1/#comment-2572</link>
		<dc:creator>noah</dc:creator>
		<pubDate>Sat, 23 Oct 2004 19:23:58 +0000</pubDate>
		<guid isPermaLink="false">/?p=481#comment-2572</guid>
		<description>Michael, that&#039;s a good question. What James did mention was that the writers tried to keep the changes made to the structure they got back from the scriptors to a minimum. Which indicates some changes were made, and that more might have been desired if it didn&#039;t &quot;cost too much&quot; within this distributed authoring framework.

BTW, I am working on part 2 of this post, but many other plates must be kept spinning...</description>
		<content:encoded><![CDATA[<p>Michael, that&#8217;s a good question. What James did mention was that the writers tried to keep the changes made to the structure they got back from the scriptors to a minimum. Which indicates some changes were made, and that more might have been desired if it didn&#8217;t &#8220;cost too much&#8221; within this distributed authoring framework.</p>
<p>BTW, I am working on part 2 of this post, but many other plates must be kept spinning&#8230;</p>
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		<title>By: michael</title>
		<link>http://grandtextauto.org/2004/09/13/writing-fable-1/comment-page-1/#comment-2571</link>
		<dc:creator>michael</dc:creator>
		<pubDate>Sat, 23 Oct 2004 16:17:45 +0000</pubDate>
		<guid isPermaLink="false">/?p=481#comment-2571</guid>
		<description>The alternation between writers and animators/scriptors reminds me of the way that authoring is often done in the comics industry. When I lived in Portland in the mid-90s we lived next door to comic book artists &lt;a href=&quot;http://www.sequentialtart.com/archive/may00/kesel.shtml&quot;&gt;Barbara&lt;/a&gt; and &lt;a href=&quot;http://www.bigredhair.com/mercury/&quot;&gt;Karl&lt;/a&gt; Kesel. At the time, Karl was a writer for Superman. As is apparently common in the comics industry, the different artists working on Superman were distributed, communicating through daily Fed-Ex packages. Karl would write a plot outline in paragraph form and send it to the penciller. The penciller would then take the plot outline and turn it into a bunch of frames. Karl would then get the frames, perhaps surprised by how his plot outline was turned into a multi-page sequence, and re-express the story as dialog, thought balloons and narrative, given the particular frames the penciller came up with.  Scott McCloud refers to this as &quot;assembly line&quot; comics authoring, which has the potential problem of creating a battle for control, or at least an out-of-sync problem, between form and content. 

Similarly, the strong separation between programmers and writers, by separating concerns with interaction and writing, seems like it could limit creative possibilities, or at the least create a communication bottleneck in the team. Noah, Did James have a sense of any missed opportunities created by this separation?</description>
		<content:encoded><![CDATA[<p>The alternation between writers and animators/scriptors reminds me of the way that authoring is often done in the comics industry. When I lived in Portland in the mid-90s we lived next door to comic book artists <a href="http://www.sequentialtart.com/archive/may00/kesel.shtml">Barbara</a> and <a href="http://www.bigredhair.com/mercury/">Karl</a> Kesel. At the time, Karl was a writer for Superman. As is apparently common in the comics industry, the different artists working on Superman were distributed, communicating through daily Fed-Ex packages. Karl would write a plot outline in paragraph form and send it to the penciller. The penciller would then take the plot outline and turn it into a bunch of frames. Karl would then get the frames, perhaps surprised by how his plot outline was turned into a multi-page sequence, and re-express the story as dialog, thought balloons and narrative, given the particular frames the penciller came up with.  Scott McCloud refers to this as &#8220;assembly line&#8221; comics authoring, which has the potential problem of creating a battle for control, or at least an out-of-sync problem, between form and content. </p>
<p>Similarly, the strong separation between programmers and writers, by separating concerns with interaction and writing, seems like it could limit creative possibilities, or at the least create a communication bottleneck in the team. Noah, Did James have a sense of any missed opportunities created by this separation?</p>
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		<title>By: Rob Swigart</title>
		<link>http://grandtextauto.org/2004/09/13/writing-fable-1/comment-page-1/#comment-1914</link>
		<dc:creator>Rob Swigart</dc:creator>
		<pubDate>Tue, 28 Sep 2004 20:26:58 +0000</pubDate>
		<guid isPermaLink="false">/?p=481#comment-1914</guid>
		<description>Sorry I couldn&#039;t get on earlier -- I&#039;m sending off the final manuscript of my novel Xibalba Gate, which is paper based, but it&#039;s content is a massive on-line simulation of the Classic Maya culture, so it has game-like elements. I finished the major draft of this novel about 5 years ago, and since then the technology of on-line games has caught up with my forecast. Kind of fun.

As for Murder on the Mississippi, this was a game from around 1985. I had a dumb terminal from Activision and wrote directly to their PDP11, and my job was to create the characters and write the dialog, though I had a pretty big hand in designing the paddleboat as well. Someone else added puzzles for game play. Most of my work was done in play form, simple dialog in short scenes so the plot would play out, with many alternate speeches for the characters depending on game play.

Hope this contributes something to the discussion. Very interesting.</description>
		<content:encoded><![CDATA[<p>Sorry I couldn&#8217;t get on earlier &#8212; I&#8217;m sending off the final manuscript of my novel Xibalba Gate, which is paper based, but it&#8217;s content is a massive on-line simulation of the Classic Maya culture, so it has game-like elements. I finished the major draft of this novel about 5 years ago, and since then the technology of on-line games has caught up with my forecast. Kind of fun.</p>
<p>As for Murder on the Mississippi, this was a game from around 1985. I had a dumb terminal from Activision and wrote directly to their PDP11, and my job was to create the characters and write the dialog, though I had a pretty big hand in designing the paddleboat as well. Someone else added puzzles for game play. Most of my work was done in play form, simple dialog in short scenes so the plot would play out, with many alternate speeches for the characters depending on game play.</p>
<p>Hope this contributes something to the discussion. Very interesting.</p>
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		<title>By: B. Rickman</title>
		<link>http://grandtextauto.org/2004/09/13/writing-fable-1/comment-page-1/#comment-1794</link>
		<dc:creator>B. Rickman</dc:creator>
		<pubDate>Wed, 15 Sep 2004 22:43:07 +0000</pubDate>
		<guid isPermaLink="false">/?p=481#comment-1794</guid>
		<description>In line with Nick&#039;s comments, I think talking about hoop jumping is an unfortunate way to frame the discussion. It is reminiscent of the eternal complaint of adventure/RPG players who demand nonlinear plotlines -- a strange request, since few of the classic adventure games offer any sort of nonlinear plot. A critique of games that focuses on linear plots and hoop jumping is nothing more than a critique of the adventure game idiom, and as such there is no real way to respond to the criticism while at the same time producing something that is recognizable as an adventure game.

Taking that into account, the question for Molyneux -- and for Noah -- is: Should &lt;i&gt;Fable&lt;/i&gt; be considered an adventure game, or does it attempt to transcend the genre? Given Noah&#039;s brief introduction to the game, I can&#039;t see how the mention of &quot;hoop-jumping&quot; and an obsession with simulated worlds does enough to pull this game out of the genre in a meaningful way. These are just bullet points for a marketing campaign. Other than that, the thing which will presumably set &lt;i&gt;Fable&lt;/i&gt; apart from other games of the genre is its high fidelity. Which means it is sure to catch the eyes of plenty of game &quot;critics&quot;, regardless of whether or not it says something interesting about the genre.

As for the rest of what Noah describes, it is interesting to see how the writing process is applied, but it doesn&#039;t offer any surprises. Here we have game production that is eager to embrace production values on a Hollywood level. Again, the game &quot;critics&quot; are sure to take note. Not such a good thing for independent game development.</description>
		<content:encoded><![CDATA[<p>In line with Nick&#8217;s comments, I think talking about hoop jumping is an unfortunate way to frame the discussion. It is reminiscent of the eternal complaint of adventure/RPG players who demand nonlinear plotlines &#8212; a strange request, since few of the classic adventure games offer any sort of nonlinear plot. A critique of games that focuses on linear plots and hoop jumping is nothing more than a critique of the adventure game idiom, and as such there is no real way to respond to the criticism while at the same time producing something that is recognizable as an adventure game.</p>
<p>Taking that into account, the question for Molyneux &#8212; and for Noah &#8212; is: Should <i>Fable</i> be considered an adventure game, or does it attempt to transcend the genre? Given Noah&#8217;s brief introduction to the game, I can&#8217;t see how the mention of &#8220;hoop-jumping&#8221; and an obsession with simulated worlds does enough to pull this game out of the genre in a meaningful way. These are just bullet points for a marketing campaign. Other than that, the thing which will presumably set <i>Fable</i> apart from other games of the genre is its high fidelity. Which means it is sure to catch the eyes of plenty of game &#8220;critics&#8221;, regardless of whether or not it says something interesting about the genre.</p>
<p>As for the rest of what Noah describes, it is interesting to see how the writing process is applied, but it doesn&#8217;t offer any surprises. Here we have game production that is eager to embrace production values on a Hollywood level. Again, the game &#8220;critics&#8221; are sure to take note. Not such a good thing for independent game development.</p>
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		<title>By: HeatherL</title>
		<link>http://grandtextauto.org/2004/09/13/writing-fable-1/comment-page-1/#comment-1783</link>
		<dc:creator>HeatherL</dc:creator>
		<pubDate>Wed, 15 Sep 2004 07:15:40 +0000</pubDate>
		<guid isPermaLink="false">/?p=481#comment-1783</guid>
		<description>I can&#039;t wait to get my hands on this game.  Unfortunatly, it is going to force me to finally give in to Microsoft and buy an X-Box. 

My thesis was on actual role playing in computer role playing games, and I am anxious to see if Fable begins to address some of the issues that keep computer role playing games from feeling like role playing. 

I agree with both Josh and Nick....I don&#039;t think its a matter of fine details in a simulation (eating a can of soup, brushing your teeth, etc.) so much as creating a sense of world consistancy with believable consequences for player character actions.</description>
		<content:encoded><![CDATA[<p>I can&#8217;t wait to get my hands on this game.  Unfortunatly, it is going to force me to finally give in to Microsoft and buy an X-Box. </p>
<p>My thesis was on actual role playing in computer role playing games, and I am anxious to see if Fable begins to address some of the issues that keep computer role playing games from feeling like role playing. </p>
<p>I agree with both Josh and Nick&#8230;.I don&#8217;t think its a matter of fine details in a simulation (eating a can of soup, brushing your teeth, etc.) so much as creating a sense of world consistancy with believable consequences for player character actions.</p>
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		<title>By: josh g.</title>
		<link>http://grandtextauto.org/2004/09/13/writing-fable-1/comment-page-1/#comment-1782</link>
		<dc:creator>josh g.</dc:creator>
		<pubDate>Tue, 14 Sep 2004 18:06:59 +0000</pubDate>
		<guid isPermaLink="false">/?p=481#comment-1782</guid>
		<description>While more or less simulation might not make or break the game as narrative, it can draw people deeper into an already well-crafted narrative.  Shenmue comes to mind, although only by what I know through word of mouth, as a game that drew people further into gameplay by the depth of the world surrounding the story.

I can think of many ways in which a lack of simulation can detract from the game experience.  In a 3-D game, any time my urge to explore the immediate area is hindered by an artificial boundary that doesn&#039;t correspond well to the visual world, I&#039;m annoyed.  (Splinter Cell had a few bad cases of this.)  In an IF, any time the game fails to simulate an object which it just described as being present, I&#039;m annoyed.  (Mentioning that I can&#039;t do anything with it is fine, but telling me &quot;You can&#039;t see that&quot; is not.)

This isn&#039;t to say that further simulation will somehow magically make a game better, but I think that it adds to the experience and can certainly break it if done poorly.  (Although now I wonder if &#039;poorly&#039; and &#039;less&#039; aren&#039;t the same thing, and my negative examples were the former.  Whoops.)</description>
		<content:encoded><![CDATA[<p>While more or less simulation might not make or break the game as narrative, it can draw people deeper into an already well-crafted narrative.  Shenmue comes to mind, although only by what I know through word of mouth, as a game that drew people further into gameplay by the depth of the world surrounding the story.</p>
<p>I can think of many ways in which a lack of simulation can detract from the game experience.  In a 3-D game, any time my urge to explore the immediate area is hindered by an artificial boundary that doesn&#8217;t correspond well to the visual world, I&#8217;m annoyed.  (Splinter Cell had a few bad cases of this.)  In an IF, any time the game fails to simulate an object which it just described as being present, I&#8217;m annoyed.  (Mentioning that I can&#8217;t do anything with it is fine, but telling me &#8220;You can&#8217;t see that&#8221; is not.)</p>
<p>This isn&#8217;t to say that further simulation will somehow magically make a game better, but I think that it adds to the experience and can certainly break it if done poorly.  (Although now I wonder if &#8216;poorly&#8217; and &#8216;less&#8217; aren&#8217;t the same thing, and my negative examples were the former.  Whoops.)</p>
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		<title>By: nick</title>
		<link>http://grandtextauto.org/2004/09/13/writing-fable-1/comment-page-1/#comment-1780</link>
		<dc:creator>nick</dc:creator>
		<pubDate>Tue, 14 Sep 2004 15:55:58 +0000</pubDate>
		<guid isPermaLink="false">/?p=481#comment-1780</guid>
		<description>Looks like Rob won&#039;t have time to comment this week, but will try to stop by next week. By the way, I think &lt;i&gt;Murder on the Mississippi&lt;/i&gt; may be most interesting to compare to &lt;i&gt;Fable&lt;/i&gt; of the three works I mentioned &#8212; &lt;i&gt;Hacker&lt;/i&gt; is a mostly action-based game with a clever frame and &lt;i&gt;Portal&lt;/i&gt; is more of a computer novel (as the package proclaimed) than an adventure game. But Rob may think otherwise...</description>
		<content:encoded><![CDATA[<p>Looks like Rob won&#8217;t have time to comment this week, but will try to stop by next week. By the way, I think <i>Murder on the Mississippi</i> may be most interesting to compare to <i>Fable</i> of the three works I mentioned &mdash; <i>Hacker</i> is a mostly action-based game with a clever frame and <i>Portal</i> is more of a computer novel (as the package proclaimed) than an adventure game. But Rob may think otherwise&#8230;</p>
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		<title>By: noah</title>
		<link>http://grandtextauto.org/2004/09/13/writing-fable-1/comment-page-1/#comment-1778</link>
		<dc:creator>noah</dc:creator>
		<pubDate>Tue, 14 Sep 2004 15:04:46 +0000</pubDate>
		<guid isPermaLink="false">/?p=481#comment-1778</guid>
		<description>Nick, thanks for your thoughtful comments.

Hopefully some of what you&#039;re wondering about the specificity of the relationship between Fable&#039;s story and its simulated world will be answered in my second post on this topic. (I agree that what&#039;s in this post is nothing more than a teaser.)

I&#039;d definitely be interested in the answer that someone like Rob Swigart would give to your other question. Do you think we might entice him to come by and offer some thoughts?</description>
		<content:encoded><![CDATA[<p>Nick, thanks for your thoughtful comments.</p>
<p>Hopefully some of what you&#8217;re wondering about the specificity of the relationship between Fable&#8217;s story and its simulated world will be answered in my second post on this topic. (I agree that what&#8217;s in this post is nothing more than a teaser.)</p>
<p>I&#8217;d definitely be interested in the answer that someone like Rob Swigart would give to your other question. Do you think we might entice him to come by and offer some thoughts?</p>
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		<title>By: nick</title>
		<link>http://grandtextauto.org/2004/09/13/writing-fable-1/comment-page-1/#comment-1777</link>
		<dc:creator>nick</dc:creator>
		<pubDate>Tue, 14 Sep 2004 14:43:32 +0000</pubDate>
		<guid isPermaLink="false">/?p=481#comment-1777</guid>
		<description></description>
		<content:encoded><![CDATA[<p>I&#8217;m quite fascinated by <i>Fable,</i> and am eager to see what it is like. I&#8217;m also curious to know about how it &#8220;re-imagine[s] the adventure game so that it doesn’t center on hoop-jumping &#8230; [by] situat[ing] a traditional hero’s journey within a simulated world.&#8221;</p>
<p>I wonder which adventure games you or the <i>Fable</i> team are thinking about that are based on hoop-jumping? Is &#8220;You need to be nominated before you are allowed entry. And note that your Guild Seal won’t work in here.&#8221; not an indication of a &#8220;hoop&#8221; in <i>Fable?</i></p>
<p>And which ones don&#8217;t simulate a world? I don&#8217;t think <i>Myst</i> offers a very rich simulation, but any adventure game I can think of seems to try to offer some sort of simulation.</p>
<p>The failings of adventure games such as <i>The 7th Guest</i> don&#8217;t really seem to be caused by some lack of simulation &mdash; as if the game would be better if our character could grow older, grow horns, open the soup cans and have a snack, get tired and have to sleep, and so on. Nor do they seem to be caused by the mere <em>presence</em> of puzzles in the first place. Rather, I think the problem is in the way those puzzles fail to connect to the simulated world, the characters in it, the events in it, and its overall &#8220;riddle.&#8221;</p>
<p>More extreme and unmotivated sorts of simulation (hunger and sleep in <i>Planetfall,</i> for instance) are often actually pointed out as flaws in interactive fiction, so it doesn&#8217;t encourage me to read that an adventure game is a more detailed simulation, any more than a high polygon count assures me that a game will be good. (In fact, for the same sort of reason, too much focus on the richness of a simulation often worries me.) However, I trust that Molyneux, Leach, and others on the team have thought through the experience of the game and the ways in which it can be enriched by this greater simulation, so I&#8217;m quite interested to see how that plays out.</p>
<p>On another topic, I wonder how much Leach&#8217;s writing experience differs from that of a writer like Rob Swigart (<i>Hacker, Portal, Murder on the Mississippi</i>) who was writing both the scenarios and dialog for graphical adventure games about 20 years ago? I&#8217;d be particularly interested to know what things about this process have changed and which ones are similar to those in adventure game development from the home computer era.</p>
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		<title>By: jill/txt &#187; writing for games</title>
		<link>http://grandtextauto.org/2004/09/13/writing-fable-1/comment-page-1/#comment-1760</link>
		<dc:creator>jill/txt &#187; writing for games</dc:creator>
		<pubDate>Tue, 30 Nov 1999 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">/?p=481#comment-1760</guid>
		<description>&lt;pingback /&gt;[...] 13/9/2004	
 
 [writing for games]
 	
 
 	Noah&#8217;s written a useful post showing &lt;a href=&quot;http://grandtextauto.org/2004/09/13/writing-fable-1/#more-481&quot;&gt;the development of the writing for the soon-to-be-released game Fable&lt;/a&gt;. It&amp;#8 [...]&lt;/pingback&gt;</description>
		<content:encoded><![CDATA[<pingback />[...] 13/9/2004	</p>
<p> [writing for games]</p>
<p> 	Noah&#8217;s written a useful post showing <a href="http://grandtextauto.org/2004/09/13/writing-fable-1/#more-481">the development of the writing for the soon-to-be-released game Fable</a>. It&#8 [...]</p>
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		<title>By: alter ego : a fable fansite</title>
		<link>http://grandtextauto.org/2004/09/13/writing-fable-1/comment-page-1/#comment-1761</link>
		<dc:creator>alter ego : a fable fansite</dc:creator>
		<pubDate>Tue, 30 Nov 1999 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">/?p=481#comment-1761</guid>
		<description>&lt;pingback /&gt;Probably one of the most interesting reads that have been published on the web with regards Fable for a long time. [...]&lt;/pingback&gt;</description>
		<content:encoded><![CDATA[<pingback />Probably one of the most interesting reads that have been published on the web with regards Fable for a long time. [...]</p>
]]></content:encoded>
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